Stellaris

Stellaris

Subwarp Drive
104 Comments
Jaysus273 14 Jul @ 10:45am 
That setting is part of the FTL Redefined patch/expansion of this rather than this mod.

@Aesyaan the techs ought to still roll from this mod, you do need fusion power for the first, if it still won't roll it may be another mod with broken techs preventing the game from being able to load techs after it in the mod list.

You can test if the game can see this tech by starting a new game and entering "effect give_technology = { tech = tech_subwarp_drive }" in the console without quotation marks, and seeing if you get given it. If not, check the error log for errors relating to techs and try disabling mods which might be the offenders.
Captain_Americana(ttv) 14 Jul @ 7:25am 
@aesyaan there's a setting you might need to change on game startup for whether non subspace ethic civs can access the techs
Aesyaan 9 Jul @ 8:14pm 
Hey! I'm not sure if it's a bug or what, but I've been using this(with eager explorers) but none of the upgrade techs have been popping up, only normal Hyperdrive ones, so I'm kinda stuck with the starting subspace drive on my RP
Captain_Americana(ttv) 5 Jul @ 12:27am 
hey there, bug found with this and subspace drives+expansion. doesnt seem to apply eager explorer properly to bioshipsets. shows black box for ship on ethics/civics creation screen, only when bioships selected, and spawns with no ships @ game start. not sure which of the 3 is causing it exactly
Tia 2 Jul @ 3:27am 
Still works fine in 4.0 btw! Very helpful mod.

Wish I could figure out a way to make army transports keep using these instead of the hyperdrive, but seems to be something baked into the game logic which prevents that.
crgzero 8 Jun @ 8:44am 
@Cassian Valtos the game had warp back in the beginning. It was removed because paradox was stupid and couldn't figure out how to balance the game. It did exactly what you're describing. Tech levels prevented long distance travel until late game and you could skip most of the map.

I know you're gonna say "it's not the same as slipspace" but it actually is. It's just called something different but the outcome is/was the same.

As an aside, I still wholly believe Paradox will add the other two drive types back in as DLC at the end of the games life when they move on to Stellaris 2.
thorman123456789 12 May @ 9:44pm 
any plans to update to 4.0?
addy2845 26 Apr @ 1:40pm 
This mod is really cool, but it makes me wish we could just have Slipspace travel completely ignoring hyperlanes, with unlimited range but exponentially increasing travel time with distance. A map-trackable version of science ships' subspace travel, basically.
Navar  [author] 26 Mar @ 8:00am 
Константин Стрел - It should stack as normal, though I have yet to test it. It stacks with other jump drive bonuses, such as the council position for Eager Explorers.

tobor8888 - Its just the descriptor file. I'll update it today to remove that!

Pitlos Tails - Nothin but patch compatibility!

Jaysus237 - This be the answer, thank you!

Vietnam - It can be very powerful, yeah.
Vietnam 26 Mar @ 3:35am 
warp drive reminds me of Spore's ftl travel (click on a star within a few lightyears and instantly fly there) and just like Spore's ftl travel its OP
Jaysus273 25 Mar @ 11:42am 
The mod works without issues despite the small yellow warning :)
This is usually the case and just means that the descriptor file itself hasn't been updated to say it supports the current version after a game update.
Pitlos Tails 25 Mar @ 7:38am 
updates?
tobor8888 8 Jan @ 4:59pm 
This mod says it's outdated, which is a shame since I've used it for all my favorite civs. Are you working on updating it?
Константин Стрел 17 Nov, 2024 @ 2:25pm 
Question. How do these engines work with the Keides Key Relic (-25% Jump Drive Cooldown) and the psionics decree "Sight Beyond Sight"(-15% Jump drive cooldown)" ?
Navar  [author] 27 Oct, 2024 @ 9:29am 
trigger happy idiot - Thank you!
trigger happy idiot 22 Oct, 2024 @ 3:07pm 
Great work with this mod. Keep it up
Navar  [author] 11 Oct, 2024 @ 7:04am 
animecentral - I hope you enjoy!
animecentral 11 Oct, 2024 @ 3:12am 
This looks to be exactly what I have been wanting. I love playing eager explorers, but hate not being able to use wormholes or gates with their jump drives.
Navar  [author] 9 Oct, 2024 @ 8:11am 
Kinnigrimm - Glad you like it, I do too (I wouldn't need to maintain it lol). Unfortunately I cannot make it do queue-tasks, that's outside my skillset. That said, the two drives added from this mod can now use hyperlanes, they just take a long time to spool up for that. Those should be able to do queue tasks.

As for two paths, its simpler to invest in your Minister of Exploration (council position for the civic, increases range). Kinda outa luck if you're a Megacorp or Gestalt though.
kinngrimm 9 Oct, 2024 @ 7:10am 
I wish this would be part of vanilla. Is there a chance you could make it work to que jumps and other tasks, auto explore?
A range increase would be nice too. Maybe if possible, so we have to choose one or the other path, going either for quicker jumps or bigger range?
Anyways great mod, thx!
Navar  [author] 3 Oct, 2024 @ 8:22am 
Riael - I did take your suggestion and put it to use: the Subwarp Drive has a 200% increase to Hyperlane charge time (quite long), and the Warp Drive has a 100% increase. Its still faster to move via the jump system, but you can now go slowly across the Hyperlane network.
Riael 19 Sep, 2024 @ 8:28pm 
Can confirm that mod still works as of current patch with cosmic storms.

However I would still like to ask, if possible, for you to update it and add the drives ftl capability with a -0.99 speed multiplier so that the ships are able to use gateways and l-gates.

It's a very annoying base-game limitation and I really wish paradox would fix it already.
Commander Goon 31 Aug, 2024 @ 4:14am 
reckon it still works on 3.12?
Navar  [author] 30 Apr, 2024 @ 6:56pm 
Rykhath - I haven't tested it recently, but it should still work. If not, I'll be updating it sometime next week, after the update.
Rykhath 30 Apr, 2024 @ 6:17pm 
Does this still work with 3.11?
Navar  [author] 18 Feb, 2024 @ 9:01am 
Spirit - Kinda? Its as close as it could have been!
Spirit 17 Feb, 2024 @ 8:10pm 
so , essentially the vanilla warpdrive before paradox killed it off
M/Sgt. X. Hocker 30 Jan, 2024 @ 6:39am 
Thanks for the update :D this should help out with those of us struggling to get even the second tier warp drive. I'll let you know how it goes come game day (saturday)
Navar  [author] 29 Jan, 2024 @ 9:25am 
Pfc. X. Hocker [1st MRB] - I've done some testing and it popped up pretty quick for me, but I must have gotten lucky before. I went in and checked the tech weights, and adjusted so that its a bit more common;v I will update mod after I get some testing in!

For Subwarp, it should (before and after this) have a a chance to start showing up at the same time as the second tier of hyper drive. The warp drive is later than the third tier hyper drive though, coming in at the start of tier 4 techs as opposed to the end of tier 3 techs.
M/Sgt. X. Hocker 28 Jan, 2024 @ 1:24pm 
After testing, it DID show up eventually, but it has SUCH a low drop rate, and is so far down the research trees, that it makes no sense to stick to warp drives. I believe they should be at about the same drop rate/level as their FTL counterparts, with Jump Drives still being the final push
M/Sgt. X. Hocker 28 Jan, 2024 @ 1:12pm 
I've run into an issue in a multiplayer game I am running where these subwarp drives aren't showing up through the technology tree. Are they given lower drop rates, or what technologies are required for them to appear?
Annarresti 10 Jan, 2024 @ 10:27am 
Navar - Amazing. I too have never finished a game of Stellaris haha.

Anyway thanks for this mod. I am jury rigging a modlist for a Babylon 5 "overhaul", and this makes the Eager Explorers even better for this purpose
Navar  [author] 10 Jan, 2024 @ 8:59am 
Addarresti - That was the goal, let me know how it turns out! One of these days I might even play a full game with it myself!
Annarresti 9 Jan, 2024 @ 6:38am 
This is an amazing idea. I love the Eager Explorers jump style drives and this makes them long term viable and fun!
Navar  [author] 3 Jan, 2024 @ 2:05pm 
Centralknight2010 - Glad you like it!
centralknight2010 3 Jan, 2024 @ 11:54am 
Thank you its beutiful
Navar  [author] 31 Dec, 2023 @ 5:35pm 
Spaceception - Should work, in my tests the research did pop up, both in selection and in the research all tech. It shows up towards the bottom when you do that, but there might have been a mod conflict preventing it when you tried. Dunno!

Pvt. X. Hocker [1st MRB] - Updated, let me know if you encounter any issues!
M/Sgt. X. Hocker 31 Dec, 2023 @ 9:47am 
Could you update this mod? This is something amazing that I would love to use.
Spaceception 26 Aug, 2023 @ 5:48pm 
I don't believe this mod works in the current version (3.8.3, not the open beta), I played past 2260, and the tech option never showed up. I also 'researched all technologies' and it wasn't in the pool with the repeatables.
Spaceception 21 Aug, 2023 @ 9:43am 
This looks very cool, will there also be a sidegrade Jump Drive with the same cooldown as the warp drive, but the same or greater range as the current Jump drive?
Flashmeister 10 Aug, 2023 @ 11:13am 
@centralknight2010 still works just fine
Navar  [author] 4 Aug, 2023 @ 12:11pm 
Lord gaben - Eh, its whatever for me.

The Angry Cheese - It woulda been great!

NotNitehawk - Exactly

Sumadahk - Possibly bad luck, though I haven't checked to see if this mod is currently working.

Riael - I wouldn't even know where to start with that lol

Touriste - I did look into doing that, but events are not yet in my skillset when modding stellaris.

Hyena-Princess - Yeah!

Mzilli - I can't remember, but I believe they have travel time, but its just a day or two at most.

centralknight2010 - I think so, I'll be able to check later to make sure. I'll update if need be.
centralknight2010 4 Aug, 2023 @ 11:30am 
does this still work?
mzilli 30 Jun, 2023 @ 1:43pm 
Are these still instantaneous, or do they travel across the galaxy map like old warp drive travel?
Hyena-Princess 24 Jun, 2023 @ 2:30pm 
Yesssss! Long live the warp!
Wayjourner 28 May, 2023 @ 4:12am 
Would be pretty cool if this could impact the responces one can make in the Warp-Drive reality portal event.
Riael 25 Apr, 2023 @ 6:20am 
Does the game by chance ever have the ship check the shortest path to a location? Perhaps by day or something?

Mod it as such that when you select a warp drive for your ship you get a hyperdrive with a debuff that makes using hyper relays or whatever -200% speed, so that whenever the check happens the ship chooses to jump instead if it is off of cooldown.
Sumadahk 20 Apr, 2023 @ 6:30pm 
I have the civic and can't seem to roll the research, is it just bad luck or is the mod not working? Sorry, I love the concept of the mod and wish it was base game, but this kind of thing is frustrating since it feels like the mod doesn't work
NotNitehawk 17 Apr, 2023 @ 2:00pm 
@Lord GabeN
That's because it's a hard code limitation, and not something that's easily fixable. For example, auto explore would have to deal with what to do when the ship finishes surveying a system, but hasn't come off cooldown yet, because that happens a lot.
The Angry Cheese 13 Apr, 2023 @ 1:16pm 
I wish there was an entire shipset built around the style of the Eager Explorers civic, honestly.